Eliminating Server-Side Stutter
Server Thread Hitch warnings are the primary technical indicator of performance degradation within a FiveM environment. These alerts appear in your console when a specific resource or script sequence takes longer than 50ms to process its logic loop. When this threshold is exceeded, the server process pauses momentarily, resulting in “rubber-banding”, delayed AI synchronization, and a disjointed experience for your players. Identifying and neutralizing these bottlenecks is essential for maintaining a high-performance community.Difficulty
Intermediate
Time
10 Minutes
Technical Performance Analysis
Before you can resolve a hitch, you must accurately identify the responsible resource. The CitizenFX engine includes a built-in profiler designed for deep diagnostic analysis.using the Native Profiler
Initialize Recording
Access your server Console (via the Game Panel or txAdmin) and execute:
profiler record 500
This captures granular performance data for 500 execution ticks.Strategic Optimization Table
Most hitching incidents originate from one of three common architectural flaws within custom scripts.| Common Culprit | Technical Cause | Recommended Fix |
|---|---|---|
| Infinite High-Speed Loops | using while true do without an appropriate rest period. | Insert a Wait(0) or higher to allow the thread to yield to the engine. |
| Synchronous SQL Calls | Forcing the main thread to wait for a database response during a frame loop. | Transition to asynchronous queries (e.g., oxmysql) to prevent main thread blocking. |
| Native Invocation Spam | Repeatedly calling expensive natives like GetEntityCoords for dozens of entities every frame. | Implement distance-check throttling (e.g., execute check logic every 500ms instead of every frame). |
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Last Updated: January 2026 | FiveM: Performance stabilized.